AuthorTopic: Future of the Fortress (Read 834855 times)

It ought to be possible to get goblin civ instruments from goblin civ performers. Such performers are currently common spies embedded in performance troupes (it's probably a bug that every member of a civ reports back when leaving, but as it stands, these members are effectively spies without hiding their identity beyond being performance troupe members). You can get their instruments by executing the embedded spies, steal their instruments, or by accepting performance troupe petitions (not recommended currently, as offsite performance troupe members visiting the fortress later arrive as bugged "friendly" units).

And as the world bands together, putting aside old prejudices, the poor old kobolds are left to face the zombie apocalypse alone. Just because no-one understands what they're babbling about. How cruel.

And as the world bands together, putting aside old prejudices, the poor old kobolds are left to face the zombie apocalypse alone. Just because no-one understands what they're babbling about. How cruel.

Hey, at least there'll be a surplus of corpses they can loot for shinies. Not entirely a raw deal, if you ask me.

little bit of a callback question to the prophets and religious work of this arc, while i was explaining this to someone else asking about diverse migrants to help them with their suggestion thread It struck me that the current fortress prayer method of using (no-specific-denomination) might end up mass attracting potential migrants already visiting in other areas of your civ if foriegn long term residents are allowed to pray, possibly leading to annoying build up like the adventurer spam a few versions ago.

Its a common thing that cross species migration can happen if enough citizens simply enter the civ to stay (rarely if never normally except in following point), like for example hundreds of 'slaves' made fast citizens after goblins go on a civ conquering rampage and displace them all virtually. Funnily enough quite like your elf vs zombie mountain halls fight in the recent devlog, just a snowball effect, the dead making more undead and goblin raids making more goblin(ish) raiders.

Are varied migrants called by faith actively disabled/enabled in fortress mode; and would these general faith sites vs specific ones break anything later in background w.g hazarding a guess?

Totally unrelated to the most immediate upcoming features, has multiplayer been analysed before as a possible feature to be added? What conclusions were drawn about the requirements/likellyhood/desire to add such feature?

Semi-related to FantasticDorf's question above, but referring to the previously noted lack of pushback by demons and druids on organized religions converting those in their sphere for goblins and elves respectively. Is tackling this in the works for the initial release or has it been pushed to a related release after the main villains release?

Totally unrelated to the most immediate upcoming features, has multiplayer been analysed before as a possible feature to be added? What conclusions were drawn about the requirements/likellyhood/desire to add such feature?

Toady said it's not going to happen.

There have been a few threads about trying to pull it off with DFHack, but it would be a lot of work and experienced programmer time is in short supply for the community.

Totally unrelated to the most immediate upcoming features, has multiplayer been analysed before as a possible feature to be added? What conclusions were drawn about the requirements/likellyhood/desire to add such feature?

Toady said it's not going to happen.

There have been a few threads about trying to pull it off with DFHack, but it would be a lot of work and experienced programmer time is in short supply for the community.

DF isn't an RTS, i.e. its controls rely on automatic pausing while actions are taken, both to allow the player to make decisions in an intelligent (i.e. non time pressured) manner, and to avoid the mess resulting from sending orders on targets that cease to be valid or are replaced by unintended targets for a myriad reasons (the mess is the things DF would have to deal with: player mistakes aren't factored in here).In general, multi player and pausing are features that are hard to have present at the same time, so games having multiplayer modes typically are lackluster affairs in single player mode, as many features that are useful to a single player are sacrificed on the continuous (usually accelerated) time altar.

Semi-related to FantasticDorf's question above, but referring to the previously noted lack of pushback by demons and druids on organized religions converting those in their sphere for goblins and elves respectively. Is tackling this in the works for the initial release or has it been pushed to a related release after the main villains release?

Its been said in the devlogs in the that druids are a bit more prominent now to decide how their religions are run on elf-sites, and that while toady was preetty sure demon worship was still a thing from the old days, he'd appreciate whatever tinkering modders could do to rectify it. (image attached, look to January's FotF reply thread + devlogs for that time)

Its been said in the devlogs in the that druids are a bit more prominent now to decide how their religions are run on elf-sites, and that while toady was preetty sure demon worship was still a thing from the old days, he'd appreciate whatever tinkering modders could do to rectify it. (image attached, look to January's FotF reply thread + devlogs for that time)

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I remembered the druid thing because I was looking at the associated devlog when I typed the question. I must have missed that particular answer or didn't remember it. My bad.

you mentioned that one of these new intelligent undead was killed defending its tower from an attack by another necromancer. Does that mean that necromacers aren't always on the same side, and undead can be made to attack each other now?

Currently I think raised zombies will ignore anything that's also undead, so vampire adventurers can just stroll right into a tower unimpeded. If they're taking their group affiliation into account now, I imagine this will change.

you mentioned that one of these new intelligent undead was killed defending its tower from an attack by another necromancer. Does that mean that necromacers aren't always on the same side, and undead can be made to attack each other now?

Currently I think raised zombies will ignore anything that's also undead, so vampire adventurers can just stroll right into a tower unimpeded. If they're taking their group affiliation into account now, I imagine this will change.

Remember worldgen works differently to actual in-game interactions. Just look at all the non-goblin poets who go to live in the local Dark Pits to study under the poetry masters there. Try that in-game and see how long you last...

Fair question though. Would be nice to see a little more unity between worldgen and in-game.

1. Is there any difference between the different kinds of intelligent undead, or are the different names just there for procedural flavor and to give the player a hint to who raised them?

2. Does the computer-controlled dwarves breaking into hell mean that they get access to adamantine? If they do, how is this handled, considering fortress mode wagons have a seemingly endless supply of all kinds of metals, and I have a hard time imagining players should get access to adamantine without the risk of mining it themselves?

3. New goblin(?) or at least demon-lead civs being born excites me, as that would indicate a change from the current status quo where civilizations only die out instead of being created. However, how about the other forces of evil? Are big enough undead empires considered full civilizations (showing up like that on the c-screen etc.) or are they still considered only expansions of one necromancer's villainous network?

4. Do elves eat the undead? Or, rather, the dead undead that they have just killed?